BuildingClass

classlabels: "i76building", "i76sign"

Class Tree: Entity->GameObject->Building

Supported Animations:
  • Deploy

Description:
Building Class is the core class for most Buildings.

Default ODF Properties:
[GameObjectClass]
hitType = 4 //HIT_TYPE_BUILDING

ODF Properties:
  • [BuildingClass]

    soundAmbient = ""
    This object's Ambient Sound.

    soundAmbientDist = 0.05f
    Minimum sound Distance ratio.

    AmbeintSoundWhenUnpowered = false
    If this is true, AmbientSound continues to play while this object is unpowered.

    bldEdge = ""
    If specified, this is the Building's Tunnel Edge. This consists of 4 letters that represent each side's connection. Connections are in clock-wise order N, E, S, W. Valid values are:
    • W = Wall
    • T = Terrain
    • F = Tunnel

    tunnelCount = 0
    How many Tunnel segments are on this object.
    Note: The numbered Tunnel Info below is not ODF inherited if you include this line in the inherited ODF.

    Tunnel Info is labeled "tunnel##...", where ## is the count. Starting at 00, and increment to 99. For each Tunnel Count:
    tunnel00X0 = 0.0
    Starting position on X Axis.

    tunnel00Z0 = 0.0
    Starting position on Z Axis.

    tunnel00Dx = 0.0
    Size on the X Axis.

    tunnel00Dz = 0.0
    Size on the Z Axis.

    tunnel00Edge
    This Tunnel Segment's Edge. This consists of 4 letters that represent each side's connection. Connections are in clock-wise order N, E, S, W. Valid values are:
    • W = Wall
    • T = Terrain
    • F = Tunnel

    tunnelClusterSize = 4.0f
    Tunnel cluster size.

    justTerrain = false
    If true, Pathing includes just the Terrain under this object.

    justFlat = false
    If true, Pathing is made completely flat under this object.

    easyTunnels = false
    If this is true, it assumes anything can fit through the tunnel regardless of size.

    collapseTime = BoundingSphere.height * 4.0 / Gravity
    This is the time, in seconds, that it takes the Collapse effect to play.

    UseCollapse = true
    If this is false, it won't do the Collapse effect. Default is false for Class: i76sign, or if callapseTime is <= 0.

    UseChunks = false
    If true, generates Chunks derrived from [GameObjectClass] properties.

    UseExplosion = !useCallapse
    If this is true, it uses explosionName instead of the Collapse effect.

    CanDemolish = true
    If this is false, does not appear in Constructor's Demolish menu.

    CanAlliedCommanderDemolish = true
    In an MP Team Play game, sets if the Commander can Demolish this object.

    CanAlliedThugDemolish = false
    In an MP Team Play game, sets if a Thug can Demolish this object.

    DoBettyLost = true
    If false, won't give Betty VO when this object is destroyed.

    Lifespan = -1.0f
    If this is >= 0, how long in seconds until this object goes boom.

    ReplacesObject = false
    If this is true, then it acts like an Extractor and replaces the object that was under it. Default is true for Class: Extractor.

    AlignsToObject = false
    If this is true, it aligns to face the same direction as the object it's replacing. Default is true for Class: Extractor.

    loadAsDummy = false
    dummyVersion = 0
    Largely depreciated, this appears to have been a way to load a Dummy class (Terrain), which was BZ1's version of Building, as a new Building class. (Skipping the loading of obsolete data). It was probably used in early development in 1999 during upgrading the BZ1 engine.
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